Reducing usage of #if CLIENT / #elif SERVER
The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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public partial class Sprite
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{
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static List<Sprite> list = new List<Sprite>();
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//the file from which the texture is loaded
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//if two sprites use the same file, they share the same texture
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string file;
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//the area in the texture that is supposed to be drawn
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Rectangle sourceRect;
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//the offset used when drawing the sprite
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protected Vector2 offset;
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protected Vector2 origin;
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//the size of the drawn sprite, if larger than the source,
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//the sprite is tiled to fill the target size
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public Vector2 size;
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public float rotation;
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public SpriteEffects effects;
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protected float depth;
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public Rectangle SourceRect
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{
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get { return sourceRect; }
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set { sourceRect = value; }
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}
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public float Depth
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{
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get { return depth; }
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set { depth = MathHelper.Clamp(value, 0.0f, 1.0f); }
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}
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public Vector2 Origin
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{
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get { return origin; }
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set { origin = value; }
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}
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public string FilePath
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{
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get { return file; }
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}
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public override string ToString()
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{
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return FilePath + ": " + sourceRect;
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}
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public Sprite(XElement element, string path = "", string file = "")
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{
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if (file == "")
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{
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file = ToolBox.GetAttributeString(element, "texture", "");
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}
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if (file == "")
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{
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DebugConsole.ThrowError("Sprite " + element + " doesn't have a texture specified!");
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return;
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}
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if (!string.IsNullOrEmpty(path))
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{
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if (!path.EndsWith("/")) path += "/";
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}
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this.file = path + file;
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Vector4 sourceVector = ToolBox.GetAttributeVector4(element, "sourcerect", Vector4.Zero);
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bool shouldReturn = false;
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LoadTexture(ref sourceVector, ref shouldReturn);
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if (shouldReturn) return;
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sourceRect = new Rectangle(
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(int)sourceVector.X, (int)sourceVector.Y,
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(int)sourceVector.Z, (int)sourceVector.W);
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origin = ToolBox.GetAttributeVector2(element, "origin", new Vector2(0.5f, 0.5f));
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origin.X = origin.X * sourceRect.Width;
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origin.Y = origin.Y * sourceRect.Height;
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size = ToolBox.GetAttributeVector2(element, "size", Vector2.One);
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size.X *= sourceRect.Width;
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size.Y *= sourceRect.Height;
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Depth = ToolBox.GetAttributeFloat(element, "depth", 0.0f);
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list.Add(this);
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}
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public Sprite(string newFile, Vector2 newOrigin)
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{
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file = newFile;
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Vector4 sourceVector = Vector4.Zero;
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bool shouldReturn = false;
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LoadTexture(ref sourceVector, ref shouldReturn);
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if (shouldReturn) return;
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CalculateSourceRect();
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size = new Vector2(sourceRect.Width, sourceRect.Height);
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origin = new Vector2((float)sourceRect.Width * newOrigin.X, (float)sourceRect.Height * newOrigin.Y);
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effects = SpriteEffects.None;
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list.Add(this);
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}
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public Sprite(string newFile, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
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{
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file = newFile;
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Vector4 sourceVector = Vector4.Zero;
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bool shouldReturn = false;
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LoadTexture(ref sourceVector, ref shouldReturn);
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if (shouldReturn) return;
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if (sourceRectangle != null)
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{
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sourceRect = (Rectangle)sourceRectangle;
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}
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else
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{
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CalculateSourceRect();
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}
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offset = newOffset ?? Vector2.Zero;
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size = new Vector2(sourceRect.Width, sourceRect.Height);
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origin = Vector2.Zero;
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rotation = newRotation;
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list.Add(this);
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}
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public void Remove()
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{
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list.Remove(this);
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DisposeTexture();
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}
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}
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}
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